Cover image for Learning Physics Modeling with PhysX.
Learning Physics Modeling with PhysX.
Title:
Learning Physics Modeling with PhysX.
Author:
Kumar, Krishna.
ISBN:
9781849698153
Personal Author:
Physical Description:
1 online resource (131 pages)
Contents:
Learning Physics Modeling with PhysX -- Table of Contents -- Learning Physics Modeling with PhysX -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Starting with PhysX 3 SDK -- Brief history -- PhysX features -- New in PhysX 3 -- Downloading PhysX SDK and tools -- The PhysX SDK license -- System requirements for PhysX -- Configuring with VC++ Express 2010 -- Summary -- 2. Basic Concepts -- Scene and Actors -- Materials -- Shapes -- Creating the first PhysX 3 program -- Initializing PhysX -- Creating scene -- Creating actors -- Simulating PhysX -- Shutting down PhysX -- Summary -- 3. Rigid Body Dynamics -- Exploring a rigid body -- Mass -- Density -- Gravity -- Velocity -- Force and Torque -- Damping -- Kinematic actors -- Sleeping state -- Solver accuracy -- Summary -- 4. Collision Detection -- Collision shapes -- Geometry -- Sphere -- Box -- Capsule -- Plane -- Trigger shapes -- Simulation event -- Trigger event -- Contact event -- Filter shader -- Broad-Phase collision detection -- Sweep-and-prune (SAP) -- Multi box pruning (MBP) -- Narrow-Phase collision detection -- Continuous collision detection -- Summary -- 5. Joints -- Joints in PhysX -- Fixed joints -- Revolute joints -- Spherical joints -- Distance joints -- Prismatic joints -- D6 joints -- Summary -- 6. Scene Queries -- Raycast queries -- Sweep queries -- Overlap queries -- Summary -- 7. Character Controller -- Character controller basics -- The need of a character controller -- Creating a character controller -- Moving a character controller.

Useful methods and properties -- Position update -- Shapes of a character controller -- Size update -- Auto-stepping -- Slope limit -- Summary -- 8. Particles -- Exploring particles -- Creating a particle system -- Particles without intercollision -- Particles with intercollision -- Particle system properties -- Creating particles -- Updating particles -- Releasing particles -- Particle drains -- Collision filtering -- Summary -- 9. Cloth -- Exploring a cloth -- Creating a cloth fabric -- Creating a cloth -- Tweaking the cloth properties -- Cloth collision -- Cloth particle motion constraint -- Cloth particle separation constraint -- Cloth self-collision -- Cloth intercollision -- Cloth GPU acceleration -- Summary -- 10. PhysX Visual Debugger (PVD) -- PhysX Visual Debugger (PVD) basics -- Connecting PVD using a network -- Saving PVD data as a file -- Connection flags -- Summary -- Index.
Abstract:
Written as a practical, step-by-step tutorial, this book is full of engaging examples to help you learn in a practical context.This book is for game developers or anyone who wants to learn how to fully utilize the PhysX Physics Engine quickly and efficiently. You don't have to be a die-hard programmer to get started with this book. Basic knowledge of C++, 3D mathematics, and OpenGL is all you need.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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